Beyond All Reason Beginners Tutorial on How to Play this grand scale sci-fi RTS | Starting Build
This is a beginners tutorial for Beyond All Reason, a grand scale sci-fi themed base building RTS, in which you will learn how to build and start your metal and energy economy, about the Commander units, shortcut keys, Queuing orders, the energy conversion system, as well as the importance of wind, Unit control groups, factions and interface options you should turn on.
✅BAR Download link:
🔷More BAR tutorials:
⭐UPCOMING STRATEGY GAMES⭐
Chapters
0:00 What is Beyond All Reason?
0:20 Skirmish & Barbarian AI
0:47 Choosing Faction
1:13 The Commander Unit
1:40 Choosing Starting spot
2:28 Queuing build orders
2:54 Commander’s build range
3:06 Needed Interface options
3:45 Multiplayer team colors
4:05 The Build order?
4:38 Starting the economy
4:55 Alternate start build
5:22 No wind start build
5:51 Importance of Wind
6:37 Metal income amount
7:01 How to adapt to map conditions
7:39 Your tips?
7:51 The Streaming economy system
8:20 The Resource interface
8:56 Energy conversion system
9:52 Controlling energy conversion
10:19 Other energy sources?
10:33 Producing units
11:04 Starting units choice
11:33 First units & their use
11:48 Boosting build power
12:20 Advanced building controls
13:04 Unit control groups
13:17 Factory dock option
13:35 Construction Bot & Turret
14:05 Practice & more Tutorials
👓Game Previews:
To learn to play Beyond All Reason you need to take it one small step at a time, because this grand scale sci-fi themed base building RTS has several factions, a streaming economy system, three technology levels and hundreds of different buildings and units all with their specific uses.
I am going to create a new game of skirmish vs AI as I would advise you to do yourself in order to practice what you see and learn in this first tutorial. The Barbarian AI is as close to real players as you can get, and you shouldn’t practice against any weaker AI as it will give you a false feeling for the game.
The commander is the best starting builder you have and the most powerful damage dealing unit, while losing him means losing the match. In 1v1 you lose immediately after it’s destruction, but in a team game only once all commanders in your team are destroyed.
As time itself is very precious in BAR, being able to plan your building placement before the match even starts is incredibly useful. And you do this while holding the shift key and left clicking on the buildings you want to build in the menu and left clicking on the ground to place them. If you make a mistake, simply left click a new building onto that one, and it will be removed from the que. Do note that the greed circle around your commander unit is its build range, so you want to fit all your first buildings inside that range and prevent losing time to walking around.
Because BAR doesn’t have a uniform start on each map nor the same conditions for energy production and metal extraction there isn’t a single opening build to follow. While this makes it even harder to learn the game it also makes each match less predictable and more fun.
Since you start each match with 1000 metal and 1000 energy you will quickly run out of these two main resources if you don’t have extraction and production buildings for them. This is why in a normal beginner friendly start you need to have queued up two metal extractors for your commander to construct followed by several energy production buildings and then more metal extractors. Here I am adding three wind turbines to the build que as there is wind on this map.
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